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Heavy Rupture Beam   Rupture Beam Turret

Rupture Beam   Heavy Rupture Beam   Xeno Rupture Beam


The Heavy Rupture Beam has an extra battery reserve, giving a high charge time, putting out a devastating burst of damage in a focused Energy beam.
  — In-Game Description 
!THIS WEAPON IS A REUSABLE ITEM MEANING YOU HAVE A LIMITED AMOUNT!
!THIS WEAPON CAN ONLY BE EQUIPPED ON XENO DIVISION/AXIS HULLS!
Heavy Rupture Beam I II
Mass 1,317 1,693
DPS 136 203
DPV 761.6 1,136.8
Range 0-2,750 m
Projectile Speed 3,000 m/s
Firing Cycle C: 4.0 / F: 1.0 / R: 0.6 / N: Infinite
Unlocking (Only obtainable in event Alien Mobilization and Decimation)
Intel Required 60,000 90,000
Build
Time 16h 1d
Helium-3 8,718,752 9,808,596
Antimatter 3,113,840 3,503,070
HRupture12

Heavy Rupture Beam I, and II Respectively

Description

The Heavy Rupture Beam is an advanced variant of the Rupture Beam designed by the Xeno Division. It was first released in Alien Mobilization.

Strategy and Setup

Advantages:

Adding on to the Rupture Beams benefits the Heavy Cluster beam boasts a huge 203 DPS on level II which will melt through many hulls if they are not careful. This DPS is then continued over a period of time as the weapon is a beam. This means it rivals the Xeno Cluster Missile's II damage output which also melts through ships and excels in combat.

Unlike the other beams, once charged up they deliver their DPS in a short frame of time which means players have to run out of range in a much shorter frame of time to avoid deadly damage.

With Beam Capacitors they also have a very decent range which can make cruisers or cutters equipping the weapon less likely to stay in a battleship's firing arc stunned while they cannot get in range to fire.

Disadvantages:

Just like the Rupture Beam they also make kiting much more hard with battleships, as they have to charge up while keeping the hull in range, unlike Vector Torpedos which release its full DMG instantly. Even worse the beam also usually over commits on a almost dead hull wasting a charge up, the beam also has trouble against squadrons.

Since they are an energy weapon, battleships can also not use the common Volatile Fuel and NET Torpedo to stun their enemies, which makes kiting even harder.

To make it even worse it is a reuseable item. Which gives you a limited amount to equip on your ships. This is bad if you want to use this on high level battleships fleets as usually you would have to work very hard to get all 35 of them at the Alien Mobilization event for 1 fleet.

It is also Xeno Division Hulls only, which limits the amount of options that it has in Fleet vs. Fleet combat.

Gallery

Trivia

  • This weapon was first hinted at by Kixeye in the April Release notes.
  • This weapon is the first heavy energy weapon.



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